Rise of the Runelords


Class and Race

Rise of the Runelords is set in world of Golarion (Go-lair-e-in), as such to help keep in theme of the adventure path certain Classes and Races are more appropriate than others.

Common Classes are fully acceptable within the setting; you can play them with little justification.  

Common Classes include:

Artificer

Leader

Arcane

Barbarian

Striker

Primal

Bard

Leader

Arcane

Cleric

Leader

Divine

Druid

Controller

Primal

Fighter

Defender

Martial

Invoker

Controller

Divine

Paladin

Defender

Divine

Ranger

Striker

Martial

Rogue

Striker

Martial

Seeker

Controller

Primal

Sorcerer

Striker

Arcane

Warlock

Striker

Arcane

Warlord

Leader

Martial

Wizard

Controller

Arcane

Rare Classes are playable, but break some of the themes of the setting, or are less appropriate for the campaign concept. To play one, work with me and we can define your class in a way that can fit within the confines of the setting and Adventure Path.

Rare Classes include:

Assassin

Striker

Shadow

Avenger

Striker

Divine

Monk

Striker

Psionic

Runepriest

Leader

Divine

Shaman

Leader

Primal

Swordmage

Defender

Arcane

Warden

Defender

Primal

Races are similar to classes, divided into Common and Rare.

Note: Rare races are not always treated kindly; expect at least occasional poor treatment from racists and bigots.  

Common

Rare

Human

Tiefling

Dwarf

Shifter

Eladrin

Asimar (Deva)

Elf

Half-Dragon (Dragonborn)

Gnome

Half-Orc

Half-Elf

Half-Giant (Goliath)

Halfling

Campaign Backgrounds

In addition to the character background that you can take (from PHB2) every player may take a Campaign Background. This background should strongly influence your characters history, and personality.  

Lost Coast Native Backgrounds

Local Gossip – You are something of a local muckraker, people know that they can come to you with all the latest gossip and information. You might have had a family member who was the local story teller, or perhaps you just have an inquisitive personality.

Once per encounter you may substitute a monster knowledge roll involving Nature, Religion or Arcana for Streetwise, representing tidbits, folk tales, and gossip you might have heard. In addition, when interacting with locals of The Lost Coast, your Diplomacy and Streetwise rolls never count as a failure unless you miss the difficulty by more than five.

Free Enterprise – You are tightly related to the merchants of The Lost Coast and Sandpoint. You may have had parents or an uncle who was a prosperous merchant; or perhaps a wealthy merchant owes you a favor. Either way you always find the best deals.          

You start play with a 1st level magic item. You always have access to common goods; with a little effort you can acquire items whose worth is less than 100 gp.

In addition, when selling treasure, you always calculate its worth as 30% (as opposed 20%).

Country Born – You are a child of farmers or other hard working, grassroots folk. You know hard work from the sweat on your brow and the ache of your hands. Rising with the dawn, and oftentimes sleeping outdoors, has also given you an acute sense while you sleep.

        Once per encounter you may, at the start of one of your turns, make a saving throw against a slowed, weakened, or restrained condition affecting you (even if a save would not normally end the effect). In addition, you never suffer any penalties to your perception (or passive perception) while sleeping.

Trailblazer – You are at home in the forest and coastal lands of The Lost Coast. You can wander and find your way from almost any point to any other along the Varisian Coast. You might be one of the Shoanti Tribesmen, or have spent time learning from a passing Pathfinder.

        When out in the wilderness of The Lost Coast, you never need to check for foraging for food – you can also easily acquire common herbs and the like. In addition, when in woodland terrain you gain a +2 bonus to initiative.

Giant Bane – Your Family never forgot the wilder nature of the Lost Coast, there are Ogres and Giants who still roam the wilder places in this country, as they have for generations. You were instructed in practical applications of force against a greater foe.

        When making monster identification for large (or huge) humanoids you treat all rolls that result under a 15 as at least 15. In addition, you never provoke opportunity attacks for threatening reach.

Survivor – Maybe you grew up on the streets of Magnimar, eking out an existence until you could support yourself. Maybe you were lost in the wild wilderness of Virisia for an extended period of time. However you got this way, you are now tough as nails.

Once per day, when an effect would have you lose a healing surge, you may ignore the loss of that surge (all other effects of the condition still apply). In addition, you roll endurance checks twice whenever you are afflicted by a non-magical disease (or other lingering ailment) and take the best result.

Other Backgrounds

Bad Dreams – You are a local of the Lost Coast, but have been drawn to Sandpoint by a strange reoccurring dream you have had. The first one was over a year ago now. While they are always different, several things are common throughout; Monolithic Structures with strange engravings, pain, murder, fire. You have sought help with these nightmares, and have been told they are magical in nature.  The Most recent dream was that of the old Temple of Sandpoint ablaze with hellish fire.

        These dreams give you a strange insight into magical activities around you. To detect the presence of Magic you may use Perception or Insight (choose one when taking this background) instead of the Arcana skill. In addition, once per encounter you may reroll a failed saving throw. Also, you gain an uncanny understanding of certain things around you at the Dungeon Masters discretion (you gain Sense Plot as an At-Will Power).

Wondering Archeologist – You have been wandering Virisia studying the famous lost ruins. Few know what mysterious people once ruled these lands, but their towering monuments and incredible architectural feats the sole records of an age of power and wonder. You have a burning desire to discover unravel the mystery of these people and monuments.

Choose Arcana or History. Once per day you do one of the following. You may reroll a failed check with the chosen skill with a +5 power bonus. Or you may instead choose to reroll an At-Will or Encounter Attack power with a +2 power bonus.